Hi everyone, we've just finished uploading the latest weekly build: version 0.18. It's kind of hard to believe we've done this 18 times now, but we've still a long way to go and we have no plans of slowing down now!

Witchdale also has a long way to go, but we're putting the pieces in place, and we're excited to see where it all takes us. Hopefully everyone digs what we've got in place so far. A lot of the last couple of weeks has been preparatory work, but we're still making sure to sneak in some interesting new content every week.

Here are the patch notes, as always:
Version 0.18 - 1/29/2018

Added shops & NPCs to Witchdale Square
Added the Witchdale tavern and inn
Added a cooldown to Cor Silvam’s “Entangling Roots”
Updated the battle backgrounds for Witchdale caves
Slightly reduced Witchdale Hornet’s AGI
Added an option to skip all the cliffs/caves once the player reaches a checkpoint in Witchdale
Added Moon Lee to the ship
Put Gertrude/Vincent and Elijah below-deck and everyone else in town after reaching Witchdale
Added a new optional quest and NSFW scene!
Fixed several passability issues in Witchdale
Adjusted Fruit recovery values
Adjusted gremlinfish and leaf spirit stats slightly
Fixed some lighting issues on the ship
Don't forget that you can try out the public build at: https://www.patreon.com/indoorminotaur

Hey everyone, first update of February! Witchdale is starting to come together and fill with life, which is exciting. Set a lot of groundwork this week for new relations, so expect a lot of these to take off in different directions by next week.

Added the Witchdale Barracks (and 4-story tower)
Added lots and lots of new characters to Witchdale
Created a new male szarva sprite and implemented new szarva character
Created Carlisse quest-line (optional)
Created Flask quest (optional)
Created the Fishmaster! Get prizes for catching big fish
Added lots of new items to Witchdale
ANIMALS
Changed all recovery values in the item descriptions to be on their own line for clarity

Hey everyone! W O W, version 0.20. It's absolutely wild how fast the time has gone by over the course of 20 releases. It has been a ton of work, but it's also been really satisfying to see things coming together.

And, if you'll permit me to toot both of our own horns, I think we are getting better at it as we go along. I hope you're as excited about the future as we are.

We're sending v0.20 out to our weekly patrons and v0.19.1 out to our alpha patrons, so any new patrons will get access to the build of their respective tiers.

We just finished up our playtesting on version 0.21 and got the build uploaded. This has been a tricky development week, because it's a lot of tying off loose-ends and building in the player's choices.

But we got a lot done, and I'm pretty happy with the results. Check out the patch notes to see what's new, and enjoy!

Added main plot progress and the next big player choice
Added new ship cabin areas
Added all Witchdale recruitment options
Added Corrine quest & encounter
Added szarva & Molly quest
Added new NSFW scene (Other/F - written and commissioned)
Added tons of contextual dialogue to Witchdale citizens and recruitable members
Revised some Witchdale dialogue to strengthen suggestions of pirates-Peacekeeper relationship
Added new hidden treasures to Witchdale!
Fixed a chest in Shiveworth (displaying the message incorrectly)
Fixed an issue in Witchdale where the ladies walking by triggers every time you step on a certain tile
Changed the appearance of the Witchdale barracks
Added Badaxe to the in-game credits

Hey everyone, we pulled a late night last night to try and get the weekly build to a good stopping point, and BOY was it a monster.

Wrapping up Witchdale has meant creating 3 different sequences for the conclusion and between 2-4 different sets of conversations for each member of the crew back on your ship, depending on the chosen routes.

It's been hard work, and I'm sorry to say the chapter still isn't 100% finished (although you do technically finish up with Witchdale itself). I'd say I've grinded out probably 95% of it. It's pretty much guaranteed to be finished before the next weekly release (which MAY come early?)

A lot of stuff didn't make the cut this week just for lack of time, including a new sex scene and 2 different pieces of art for already-existing sex scenes. I expect not only these to make it in by next week, but also ANOTHER scene that I've had sitting on my hard drive for a while (just needed to be back in the cove to make it happen).

Hey everyone! We released a new build last night (technically this morning): version 0.23. There are a lot of things packed into a very short segment of game here, and that's because it all hinges on choices made and paths taken this far.

Things are actually starting to get a little out of hand in the cove in terms of complexity. Some NPCs have well over a dozen different pages of dialogue conditional to certain events.

The next build (to be released on Fridays instead of Mondays going forward) is going to focus heavily on revision. I've been charging ahead so fast that some of the pieces holding different segments together are feeling thin right now.

I want to start touching things up and polishing content to make the experience smooth, fun and intuitive.

Added a new NSFW scene (written) on the ship (M/F, age difference)
Added a new NSFW scene (written and illustrated) back in the cove (Futa/F)
Added art for the Witchdale shapeshifter scene (Solo F, huge insertion, toy)
Added a variety of items to the Witchdale inn and underground passage
Added the return to the cove
Added the Van Ritter encounter for the peacekeeper alliance route
Added new dialogue to all cove residents
Fixed an issue where the upgraded alchemy station didn’t properly detect different types of essence
Fixed an issue with the excavation chest disappearing instead of checking for restock

Hi everyone! We managed to wrap the weekly and alpha builds up earlier in the day than usual, thanks to a surprisingly well-kept schedule this week.

I set out to make this build focus primarily on revisions & improvements, and while I did revise a few things, it turned out that quite a lot was added, as well.

The biggest labor of the week was visual changes to the cove upgrades. Next week's focus will be adding new spells, weapon skills, runes, potions, and the final crafting station for essence of the night.

After that... we begin the next chapter! Hope everyone's looking forward to seeing where we go next.

The weekly version is 0.24, and the alpha is 0.23.1. I expect that a new public build will be coming in approximately two weeks' time to https://www.patreon.com/indoorminotaur so non-patrons have that to look forward to as well.

Version 0.24 - 3/9/2018

Added visual upgrade indications for tier 2 essence station upgrades!
Added cannons to the 2nd tier defense upgrade!
Added new & improved doorway to expanded caverns if upgraded
Added clues about stowaway to ship
Added Olma’s arrival scene & subsequent cell location
Added Brandis to cove (if that path was chosen)
Added details about Ralph to the departure-for-Witchdale narration
Added a brief cutscene with Gorps & returned him to the cove
Added Ralph back to the cove (if that path was chosen)
Added some more dialogue to different members of the cove
Added a cut-scene in Shiveworth with Marlan & Carvannah Hunters
Added Holden’s return cut-scene
Introduced another new character to the cove: Wulfhilde!
Fixed some lighting issues in the expanded caverns

Hello, everyone! We got the latest build up last night, and as promised, we continued with the base-building upgrades and systems. I managed to get a LOT more done this week than projected, which means we're all ready to start the next chapter!

We made huge strides forward with the essence station upgrades and added tons of new content for character builds: new weapon skills, new spells, runes, potions, even an all-new station.

Another feature that I'm really excited about is a MUCH more informative equipment change scene, so you really how your stats are changing when you swap gear.

This has been one of the biggest patches yet, but a lot of it will boil down to your cove upgrade choices so far. We hope you enjoy.

Version 0.25 - 3/16/2018

- Added a new feature to show stat comparisons when changing gear in MUCH greater detail!
- Added Wulfhilde’s night essence workshop!
-- Added 2 new night essence toys & accompanying written NSFW scenes
- Added a new level 12 skill for all 3 Orus classes
- Added the 3rd tier for the moon essence training station
-- New skill scroll available for each weapon type!
- Added 3rd tier for earth essence inscription station
-- New spell scroll available for each element!
- Added 3rd tier for sun essence forge station
-- 10 new craftable runes!
- Added 3rd tier for sea essence alchemy station
-- 3 new powerful potions!
- Added a brand new residential area to the cove for the second excavation tier! (Still under construction)
- Added another cavern extension off the residential area with an optional boss fight
- Changed tier 2 potion costs (secondary ingredient now requires unrefined essence, not refined, making them less expensive overall)
- Fixed an issue where bruiseweed potions didn’t appear in alchemy stations that had been upgraded
- Fixed an issue where the alchemy station didn’t properly calculate your night essence if you had NOT upgraded
- Fixed some item description typos
- Significantly reduced the point value of MP, meaning MP bonuses from gear are more drastic
- The voyage back from Witchdale now requires Mercy talk to her new recruits before the time-lapse
- Added all the new recruits to the cove
- Rebalanced a number of skills, changing some damage formulae and some MP costs
- Revised all gold-find locations to scale better with luck at low levels
- Fixed a tile issue in the cove (disappearing carrots)
- Added new collapse effect to elemental bosses
- Modified some item plunder rates

Hi everyone! It's another big week for us as we put together 3 separate releases: a new weekly build, a new alpha build, and a new public build. Additionally, for the first time ever, our newest public also includes a Mac versions, so we hope more people have access to the game than ever.

Hi folks, got another juicy weekly build wrapped up for you last night, bringing us to version 27. It's hard to wrap my head around the fact that it's been 27 releases already, but here we are.

The newest chapter, Esterholt, is going to be new territory for me (but not for Audrey), branching slightly into the realms of horror. That said, I'm excited to step outside my comfort zone and try new things. After all, that's sort of a major theme here in Daughter of Essence...

Hi everyone, we got a brand new build fresh available, fresh out of the oven.

The latest weekly build starts to build in the mystery of Esterholt, the lore, and progresses the narrative. It also rewrites a few scenes, so those of you with saves already in Esterholt may scratch your head at a few lines you don't have context for.

Most of the heavy lifting is done for making the system of finding clues, so next week will move a lot faster in terms of how much playable content is there.

I am definitely starting to get a feel for Esterholt, and even though I said this about Witchdale as well when I'd first created it, I think this is my favorite location in the game to date.

Added new narration when leaving the cove to Esterholt for the first time
Added new dialogue to a crewmember & Elijah in Esterholt
Revised Esterholt manor 2nd floor
Added Doctor’s Cabin & Doctor
Started adding clues about the strange case of Esterholt around the town & manor for Mercy to investigate
Added Hallie to Esterholt & the manor (if her path was chosen)
Added Lily the housecarl to the Esterholt Manor
Added to the initial Esterholt cutscene to allude to their wolf aversion
Rewrote portions of the reunion in the manor
Added Lord Balgruuf’s keyhole
Added occasional spooky moments to the house
Orus now has to stay in the manor while in Esterholt

Advanced the Esterholt plot!
Overhauled the Esterholt map for the storm
Added ice cavern to the hunting grounds
Added challenging new optional boss
Added more upstairs bedrooms to the Balgruuf Manor
Added new written NSFW scene (M/M)
Joseph at the fish shack now trades some (Orus) gear for perfect shells
Made some mapping revisions to the hunting grounds area
The Esterholt blacksmith now sells shovels (whoops)
Fixed a few typos
Fixed an issue where the doctor’s dialog didn’t correctly register as a clue

Hi folks, we got our latest weekly build up in the wee hours of this morning!

This week sees a continuation of Mercy's detective-work in Esterholt, and she's finally starting to peel back the layers to reveal the ugly truth of the place. There's also a bit of a reveal about the story behind her eyepatch (finally), so I've been excited about that.

One thing I was starting to feel conscious of in Esterholt was the ratio of talking and investigating to combat/gameplay, so I've started taking steps to pace it out a little better. You'll see more of that in the coming weeks.

I'm expecting next week we'll sort of grapple with the end of the chapter, trying to pin it down. We may not be completely done with Esterholt, but I think we'll see the sort of climax & denouement of this particular arc. A little tidying up after that, and we'll be ready for another public release in no time.

Added “seekers”--finite random encounters--to Esterholt
Advanced Esterholt plot even more (getting close to the end!)
Finally learn more about Mercy’s eye (!!!)
Adds eyepatch-less sprites to the game
Touched up and added to the shapeshifter scene art
Added new written NSFW scene (F/F/M, Toys)
Added Old Esterholt area
Added Lord Balgruuf’s quarters
Made minor revisions to the Heimrich/Marianna scene
Revised some of the dialogue added in 0.30
Fixed an accidental text cut-off at the end of the M/M scene from 0.30